Home Artists Posts Import Register
The Offical Matrix Groupchat is online! >>CLICK HERE<<

Content

I've had several people mention wanting a restored Redbrand Hideout in the past, and I'd like to go ahead and make that, so I'm opening up suggestions for what you would like to see fill the space(s) below the old Tresendar Manor.

A couple of questions from me:

1. Do we want to make it self-sufficient, meaning that it would stand on its own whether the Tresendar Manor was restored or not?

2. Do we want the cave to remain, but potentially be repaired (chasm filled in, etc...) or do we want to assume that they finish building real walls and floors over/around it, so it just becomes part of the finished structure?

3. What purposes would you like to see for the various rooms, if any? (i.e. should the jail/prison stay a prison, crypt stay a crypt, etc...)

Let me know!

Jeff @ Morvold

Files

Comments

Anonymous

So there's no dd2vtt of the basement available?

Anonymous

I guess I wasn't seeing that link.. Thank you. Was also looking for and found Agatha's Lair, but I seems locked behind another tier? Not sure I'm navigating this site quite correctly.

morvoldpress

On the front page of the Patreon is a pinned post with links by Tier for every released map. Agatha's lair might be in a support pack of several maps, but if you search that pinned post for it or phandelver maps, you should see links for every Tier that lead to the download post.

Ryan Rogers

My particular preference especially assuming a campaign acquires this early on is that they would need the base to become self-sufficient, temporarily, assuming that they would eventually repair the manor if and when funds become available. Constructing a proper manor above will cost MUCH more than simply outfitting an already functional area below, so I would think most parties would do both, over time. Then the basement becomes backup/hiding/visitors area; an overflow for above. But, there are certain things that make sense to remain down there, such as an alchemy lab. Having things that are potentially dangerous below ground makes sense. So I would leave that there, and Glasstaff's becomes just a large ornate study and small library for doing non-experimental research as potions brew nearby. The cold storage should certainly remain, but the chasm area could be squared off, but the chasm not filled, but in fact widened (less crevasse like more like a long, rectangular pit) with stairs added to reach it easily That is valuable and useful and I wouldn't see why you would want to get rid of it. My players used it as such. ;-) I would convert the catacombs to a generic temple. For sure. Perhaps a multiple diety temple with several altars where the coffins are. Most parties worship several different deities. Having once place they can come is useful for such a small footprint. Or one large shrine where they can place multiple small tributes / symbols. I can see a reason for wanting a jail, so I would keep that. In fact it could double as a secure storage area, such as for treasure vault. In my party they've done exactly that, and have hidden the door with a permanent major image off the Temple, and have a few constructs inside as guards if somebody does find their way in, and the treasure all lies BEHIND the bars, as another last line of defense (and another Major Image hides the entire northern half, with a fake treasure pile to the south). Turning that into a secret room makes a lot of sense if making it a vault. It's in a fantastic location for a secret room, plus guarded by a pit trap which I would keep. I would keep the common area for what it is, but expend it out to the west to add a kitchen/prep area, with a door between (or simply make it larger). It makes sense to have a dedicated kitchen/prep area, and that it be near or part of the common room. However, I don't want to lose the bedroom to the south, or lab to the north to get it. Definitely not. ;-) My biggest advice though is tread lightly and if possible export a version without items baked in. Let people put in their own stuff and the players make it their own. That's my big issue with everybody's take on the Tresendar Manor Restored approach; they're great but how that would get laid out is very different based on party size and makeup. If there's a blank version, then people can do what they want. They can "copy" entire rooms like like in from the "full" map, and populate areas they don't like with their own assets. Genius. So in summary: - coffin / tomb area becomes a Temple - jail becomes vault with secret door, and I would even keep the bars/cells. Think Fort Knox / Federal Reserve. There are still "cages" once you're in the vaults. - chasm area and the chasm itself are squared off, cleaned up, well lit, but lower area remains with stairs going down for access to cold storage. - secure door added to the south leading out of the hideout in the chasm area, perhaps with small guard area. - glasstaff quarters becomes a study / small library - the combo storage room / bedroom becomes just a bedroom. - area of storage north of chasm area becomes a smithy / workshop! - armory remains, but cleaned up and better organized with better storage - the first room with the aquaduct gets better / more organized storage, so that it has easy access from the manor above, and takes on the storage from the other two areas. The Hideout had too much storage areas taking up too much space throughout. Consolidate it to free up space. - expand the common area to the west to include a kitchen / food prep area - everything else I would just clean up. Hopefully that sparks some ideas! ;-)

Psykoholic

The ship maybe sailed on this one, but this is what I'd sent for ideas last year: https://imgur.com/5upWA84